simpathis: (Default)
Empatheias Mods ([personal profile] simpathis) wrote2014-05-25 12:34 am

[ application: original characters ]

— APPLICATIONS ARE OPEN AND WILL BE PROCESSED ON WEEKENDS —

Canon Applications are here


IMPORTANT! We are officially in endgame until August 31, 2020. Applications are on a rolling basis. There is a small "block" period from the 1st through the 4th of every month to allow a bulk of apps to be submitted, and then applications can be submitted at any time during the month. Notices will be sent out all at once after the first "block" period, and then between 24 hours to the end of the weekend depending on how many and our schedule. Applications are guaranteed to be processed during the weekends.

IMPORTANT: Only the following types of original characters are allowed to be applied for—

  • Pure OC. These are the typical kind of OC that everyone is familiar with. They are characters that are the player's own creation with their own world that is also of the player's design. There is zero relation to any pre-existing canon.

  • MMO OC. MMOs, or Massively Multiplayer Online games, particularly those with a lot of roleplay and character build-up, have existing world building and lore that they have to follow. These characters are created by the player and can have their own story, but they have to follow the rules of the game lore. We consider "main hero" characters as those who are one of many in a great group that influenced the storyline, rather than the singular Great Hero character. This is to help multiple MMO OCs from the same game to have stories that mesh well together. In the sake of fairness to current FFXIV OC players and consistency with previous mod teams' decisions, we do not currently allow FFXIV Warriors of Light.

  • Blank Slate Canon Protagonists. For our criteria, these types of characters are those which you control throughout the game and essentially make the player the main character. They may have a name and a couple of personality traits, but everything else is up to the player to interpret. Examples of these are most of the main characters from Dragon Age, Skyrim, Pokémon, etc. Important: Please note that this category ONLY pertains to the protagonists of canons. This does not allow side characters or other support NPCs as they have set stories and personalities. This section has nothing to do with how much headcanon is used and is only about the purpose and design of the protagonist character.

The following would not be allowed:

  • Fanon/AU OCs. Characters that are based off pre-existing canons or an alternate version of the canon. We would not allow these OCs not because we are against them on principle, but it could cause unwanted confusion and complications with current existing casts. This type of OC would have needed to be allowed from the very beginning so players would know what they were getting into.

  • Game Native OCs. Currently the game is not ready for such a type of character, as it would introduce other complications and worldbuilding that the interested player would have to be aware of. In addition, it would require more close connection with us the mods than we are currently ready for.


Before applying, please be sure to read the following:

  • Read the Rules and the Game Information.
  • RETURNING PLAYERS! You only need to submit any old application. Does not matter how long ago, as long as it was accepted and you have good standing (ie, not banned), it will be valid.
  • Suggestion: Find some character sheets that have questions directly related to character building. These will help flesh out your application and give some guidelines as to how to write about your character.
  • Feel free to use the most recent test drive both for practice as well as to use for samples. IMPORTANT! If you submit threads as samples, you must submit the application with that character journal. This is the only way we can ensure that the samples are from you and not someone else.
  • Linked samples must have been made within the past year.
  • You may apply for up to two characters per cycle.
  • Do not plagiarize. If we find that the information provided was directly taken by either another player or some other source material, the application will be rejected immediately. If we find this after processing the application, we will revoke the application and have you removed from the game with potential ban.
  • Reusing your own applications from other games is allowed. We only ask any original written samples to conform to our game. That is, we don't want to read samples that are set specifically for another game's premise. Note: this does not apply to threads linked from other games used as samples.
  • If you are rejected, you cannot reapply for the same character for two weeks. However, you can apply for a different character in that same period.
  • Those accepted must fill out all of the required entries within a week to be considered part of the game. Otherwise, we will consider it a revocation of the application.
  • Fill out the form and comment to this entry! All applications must be posted directly to this entry; no linked-in applications allowed.


We have compiled sample applications from our players to show what the mod team and the application moderators are looking for in terms of writing quality and depth. We hope you find these samples useful!


⌈ PLAYER SECTION ⌉

Player:
Contact: Journal/Plurk/AIM — anything to help identify since someone might share your name handle.
Age: You must be at least 13 years old to apply.
Current Characters: If a new player, just put "N/A"


⌈ CHARACTER SECTION ⌉

Character:
Age:
OC Type: Indicate whether this OC is a Pure, MMO, or Blank Protagonist type of OC. If it is a Blank Protagonist, indicate the canon here.
Point Taken: A sense of time when the character is taken. More applicable to MMO and Blank Protagonist OCs.

World Building:This is separate from the character's personal history. This section is to provide us with information about the character's “canon” in general. We will have no idea what kind of world that the character is coming from, and this is the only place we can learn about it. We don't want an encyclopedia, but we will need to know important details about it so that we can understand the culture the character is coming from and how that will affect how they think and behave. What countries are important? What kind of geography or political climate? Are there any social conflicts that would impact the character or would influence how they view others? For MMO and Blank Protagonist OCs, linking us to wikis will suffice, but feel free to add more to it.

Backstory: While we don't need a play-by-play, what we would like to see includes how the character lived, what choices they've made and why, what events occurred that developed them, and other important facts that will help us understand the character. For MMO OCs: Most MMORPGs will have a set storyline that the player character has the opportunity to play through. Keep in mind that rather there being a singular "Great Hero," all MMO OCs are to be seen as a part of a large group of heroes if you choose to follow the main storyline. Also keep in mind that all MMO OCs will have to follow their game’s canon lore. For example: A character could not save the NPC that canonly died, nor could a mission fail if it is set to succeed. However, your character could have died and or had difficulty fulfilling the mission. It is also possible that your character had no part in the overall game's story and had their own adventures in the world instead. Finally, there can be no romantic or familial relationships with named NPCs.

Personality: We're looking for how they think, why they act the way they do, their strengths, their weaknesses, their thought processes, their opinions, their conflicts, what makes them feel the way they do, their significant traits. When writing your character, be careful! We want to avoid characters that are the super invincible almighty hero that can do no wrong. The one who can charm anyone with a smile, can easily trick and deceive, has the power to bend wills with ease. All characters have flaws—no one is perfect. But more importantly, such infallible characters are not interesting to play and interact with. In short, the character should be realistic, balanced, and well thought out. If we feel that your character does not meet this standard, then we may ask for a revision or reject if it cannot be changed.

Abilities: If there are any particular abilities the character has supernatural or otherwise, list them here. Referencing to a wiki list is acceptable if applicable. However, if there are any particular abilities that need to be weakened or removed, note them here.

Alignment: Please refer to the Alignment entry to choose which alignment your character would most likely fall under. Include a brief (a couple of sentences max) just to help explain why you think your choice is the best fit.

Other: Anything else you'd like to mention.


⌈ SAMPLE SECTION ⌉

Sample: We have two sample requirements.

General Sample: We should see examples of the character's dialogue as well as some introspection or additional narrative to further show how you intend to write the character. This is the most important part of the sample and where most of the weight will be.

Emotion Sample: This is our "game setting" requirement. Essentially we want to ensure that you have a basic grasp of the game's premise, especially with the use of emotions. It can be a small scene, even incidental to the main sample. A reminder that apathetic characters will also create effects, such as loss of color, surface distortion, holes forming. This section doesn't have to be lengthy, but the effect must be clear for us to see.

The emotion sample can be part of the general character sample. If so, please link directly or directly quote that portion so that it's easier for us to quickly find it.

The samples can be "written" in three different ways and you can choose which one will work best for you:

  1. Test Drive. You can utilize our test drive to cover both requirements of the sample. So long as there is enough character portrayal and a scene with an emotional reaction, be it within the prompt or done during the thread, then it can be used for both.
  2. Link out + Written. You can link to threads/entries from other games, memes, or museboxes to show character portrayal, and then write an additional short scene for the emotion portion of the sample.
  3. Original Sample. You can write a complete sample that shows both character portrayal and a scene involving emotion use. This can be one sample or two separate samples. If you opt to write an original sample, you are welcome to use any prompts from any of our Test Drives, Intro Logs, Task Board, and even past events. You are also free to change things up and are not restricted to any of these prompts. They are just here to help offer ideas.

Format wise, you can use either [ brackets ] OR narrative prose. We do require that the writing at least be coherent, have proper sentence structure, and is mostly grammatically correct (we realize that writing styles can be loose/creative in [ bracket ] form so we're giving a bit more leeway). One last suggestion we have is try to have the character interacting with the environment and try thinking of the sample less of a narrative piece but more like a post or thread prompt you might make in the game. That will help the sample show not only how you will write the character, but also how you will play them in practice.


Questions: If you have any questions, ask them here.



Clean copy and paste form here:

tomatowizard: art by <user name=rukafais site=plurk.com> (Default)

[personal profile] tomatowizard 2017-12-07 12:31 am (UTC)(link)
Joining with this journal!
tomatowizard: art by <user name=rukafais site=plurk.com> (Default)

Re: Accepted!

[personal profile] tomatowizard 2017-12-07 12:45 am (UTC)(link)
Also your link to the OOC intro post still goes to November's OOC intro post! Just thought you might want to know!
inklongdry: (001)

arthur inkwell | original (ffxiv)

[personal profile] inklongdry 2018-01-02 11:50 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Ramey
Contact: [plurk.com profile] exposition
Age: 31
Current Characters: N/A
inklongdry: (005)

arthur inkwell | original (ffxiv)

[personal profile] inklongdry 2018-01-02 11:51 pm (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Arthur Inkwell
Age: 27
OC Type: MMO (Final Fantasy XIV)
Point Taken: Post-Stormblood MSQ

World Building: Some light reading for you.

Backstory: Arthur Inkwell was born and raised within the city of Ul’dah. His mother, a native of the neighboring forest nation of the Black Shroud, had come to the city about five years prior, in the wake of the death of her first husband, bringing her then-5-year-old son, Morgan, in tow. In her first year in the city, she met and befriended Hector Inkwell, the caretaker of the city’s libraries, and more private archives. The two eventually fell in love and married, bringing Arthur into the world.

Arthur’s home life was largely one of love and support. He even found a best friend in his elder half-brother, though the two of them were as different as night and day. Morgan was always a fighter, and learned to wield a sword as soon as he was able to lift one. He was fascinated by military history and the life of the soldier, and took up with the Immortal Flames once he was old enough. Arthur, on the other hand, was content to spend his days in his father’s libraries and archives, nose constantly buried in a book. Where Morgan was a natural charmer, Arthur struggled to be noticed and taken seriously. Yet, they always had each other’s backs.

At some point, Morgan made it his mission to teach his oft-bullied younger brother to stand up for himself. He began dragging poor Arthur out of bed at ungodly early to put him through combat lessons. Arthur was not a fan of these lessons at all, though some of Morgan’s teachings stuck with him regardless. Even so, Morgan eventually gave it up for lost, allowing Arthur to once again enjoy a few extra hours of sleep. Instead, he prompted Arthur to use his brains instead of his brawn to stand up for himself, and this was something of a turning point for Arthur. He began to hone his wit, wielding it in place of a blade. Surprisingly enough, the bullying began to stop.

It was also Morgan who introduced Arthur to his biggest passion, the history and magic of Nym. Hundreds of years ago, Nym was a thriving city, but it had been destroyed by an ancient war between rival nations of mages, known as the War of the Magi. Nym relied heavily on their scholars to guide their military. Nymian scholars were more than just learned men and women, they were strategists and healers, who commanded faerie companions to aid them in battle.

From a young age, Arthur had exhibited some talent with magic, and was more or less a self-taught Arcanist of decent skill by the time he was a teenager. When his brother mentioned there had once been a nation of magically-inclined military strategists and healers, the idea instantly captured Arthur’s imagination. He threw himself into the pursuit of the magic of the Nymian scholars, digging up everything he could find, even going so far as to poke around the more restricted sections of his family’s archives. By the time he entered his twenties, Arthur had a basic grasp of the craft, though he had no faerie to call his own, never managing to summon anything more complex than a carbuncle.

At the oh-so-tender age of twenty-six, Arthur had barely set foot out of the city walls, and would have happily spent the rest of his days pouring over books if not for the fact that his family intervened. His parents and brother wanted much more for him than a life surrounded by dusty tomes. No amount of prompting seemed to sway Arthur, however, so they handed him a simple task: He was to deliver a set of rare books to a researcher and old family friend of the Inkwells, currently taking up residence in the neighboring nation of La Noscea. Without being given much of a chance to argue, he was sent on his way.

However, his trip quickly took a turn for the worst. After taking directions from a “friendly merchant” who turned out to be anything but, Arthur found him lost a series of caves, and he stumbled right into a pirate’s lair. Terrified, Arthur tried to flee, but one wrong turn landed him in a dead end, cornered by his pursuers. Salvation came in the form of Tessa Willow, a miqo’te adventurer who had been investigating the caves herself. Together they fled the pirates, but in the midst of the chaos, Arthur lost the books he had been charged with delivering.

From that point, the two of them entered into a deal. Arthur was indebted to Tessa for saving his life, and she in turn indebted to him for the loss of the books. They decided to travel together until their respective debts were paid, but in truth, it was the start of a partnership that would become so much more than that.

A couple months into their arrangement, Arthur was able to convince Tessa to join him on an expedition to some old ruins. Now that he was out in the world, he was realizing there was so much more he could learn by seeing things himself than just simply reading about them. For the most part, their little expedition was much less dangerous than their usual adventures, until Arthur unwittingly trigged a trap door in the floor. The two of them plummeted into the room below, falling unconscious, and Arthur woke to a glimpse of soft light and fluttering wings— a glimpse that quickly vanished. Surprisingly, neither of them were seriously injured from the fall.

As they were trying to find their way out, Arthur discovered an old scholar soul stone among the rubble. A soul stone (or soul crystal. The terms seem to be interchangeable) is a crystal that contains the memories of all those who had used it before, usually pertaining to their craft of choice, whether that be magic or other combat skills. In the case of the Nymian scholars, soul stones were usually family heirlooms, and not only contained their knowledge, but their faerie companion as well. Though Arthur had managed to learn a fair bit of the Nymians’ magic without a soul stone of his own, he wasn’t stupid enough to leave it behind, however he was unaware of the presence of the faerie inside the stone, as she refused to show herself at the start. Arthur and Tessa’s presence had woken her up, and she had saved them after their fall, but after that she kept to the stone.

The faerie observed Arthur from her place in the stone for a long time. She had spent a long time sleeping in those ruins, and wanted to be certain that her new partner was worth the effort. Eventually, something about Arthur seemed to strike a chord with her, because his kindness was apparent even in the face of his sharp tongue and dry sense of humor. She finally revealed herself to him, sharing that her name was Clover. With Clover’s help, and the help of the memories kept in the soul stone, Arthur quickly came to hone his skills as a scholar.

Even with his healing abilities and the few offensive spells he knew, Arthur still felt as if he didn’t quite pull his weight when compared to Tessa, who held a measure of skill with just about every weapon under the sun. The miqo’te eventually suggested to him that they travel to Ishgard, since she’d heard tales of the machinists there. It seemed right up Arthur’s alley, considering his fondness for machines and learning how things worked. The folks at the Skysteel Manufactory were more than happy to put a gun in his hands, but learning how to use it was another matter entirely.

Thankfully, Tessa was always dragging him off to fight some monster or other.

It is worth noting that Arthur is not a Warrior of Light. He is sort of periphery to the events of the game’s main storyline, and just trails along in the wake of the Warriors of Light without ever getting all that close. For instance, he and Tessa go to Ishgard after the WoLs help them reopen their borders and rejoin the Eorzean Alliance. He knows of the Warriors of Light and their deeds, because who doesn’t, though he wouldn’t know one by face or name if he met them. The closest he gets is his brother, as a Flame Lieutenant, heads over the border into Ala Mhigo with the main force for the duration of the Stormblood story, and maybe might have once fought alongside the WoLs in some battle or other.
inklongdry: (014)

arthur inkwell | original (ffxiv)

[personal profile] inklongdry 2018-01-02 11:51 pm (UTC)(link)
Personality: When Arthur was younger, he was a very quiet child. He was shy and insecure, and more often than not, his father wouldn’t even realize he was around the archives because of how silently he would appear and just get right to reading. His best friends were by and large his books, as he never really knew how to deal with children his own age. This was only made worse when he began going to school, where he outpaced his classmates and was often teased and bullied for being a bookworm.

For a while, Arthur was content to just roll over and take it because he disliked making others worry, but his brother caught him out before long. One little boy can break his own spectacles only so many times, after all. Morgan tried for years to shape his brother into the kind of person who could fight for himself, but Arthur’s heart just wasn’t in it. He didn’t like fighting, and he liked the early mornings even less. Finally, Morgan pulled Arthur aside, looked him in the eye and said, “Why do you let them do this? You’re smarter than them.” And that’s when it clicked.

Arthur began retaliating when his classmates teased him, not with his fists, but with his words. Over the years he transformed himself from a shy little nobody to a young man with a quick wit, and a dry sense of humor that was sometimes self-depreciating, sometimes scathing, but always sarcastic. Sarcasm became both a defense mechanism and a force of his personality. Even as an adult, it’s a habit he still keeps, with a remark for nearly every occasion— especially where Tessa’s penchant for dragging him around on odd jobs or random adventures are concerned.

Sort of in that same vein, Arthur was quite vocal about being taken out of his comfort zone when his family first ushered him out of the archives and into the world. He’s always been a bit of a complainer, ever since Morgan decided that he needed to be awake before the sun was up in order to learn how to use a sword, but he seems especially vocal about it now. More than anything, it’s a way for him to cope with the whirlwind his life has become after over two decades of stagnation. He acts like every task he’s asked to do is The Worst, like the weather or the world at large is out to get him specifically. He’s got this sort of beleaguered “why me?” air about him, which slots in alongside his penchant for sarcasm rather nicely.

However, Arthur isn’t unkind by any stretch of the imagination. After spending more than ten minutes with him, it’s very clear that he’s got a good heart. Sure, his interest in Nymian magic started as an academic pursuit, but he also came to realize that there’s a lot of good he can do as a healer. He likes to help people, and it took being kicked out of the library and landing in Tessa’s company to help him fully realize that. There were people like Tessa and Morgan out there, risking life and limb to be of aid to other people, and he was, what? Wasting away in some dark corner with his face shoved in a book? What a waste. He realized he wanted to help others, to help Tessa, in any way he could.

When he has no reason to make dry remarks or lament his current situation, Arthur is exceedingly formal and well-spoken. While his family may not be the richest in Ul’dah, and in fact they are nowhere near the level of the wealthy merchants who hold seats in the city’s governing body, they are still fairly well-off. Arthur attended a fine school, wears fine clothes, and has never wanted for much of anything. His upbringing is clear in the way he addresses people. It will take a while and many, many occasions of telling him to knock it off before he’ll stop prefacing someone’s name with “Mister” or “Miss”, or any other title they might have.

He’s still trying to come to grips with the new direction his life has gone. While he’s extremely book smart and loves to learn, he’s not so street smart. There’s a lot about how the world works that he may be aware of academically, but he has no idea how it works in practice. He’s not naïve, exactly, but he’s quite liable to walk himself into trouble without someone there to help him out. His travels have been quite the eye-opening experience for him, but he realizes he still has a lot to learn.

Abilities: Magic is quite prevalent across Eorzea, with several different schools at the forefront. When Arthur exhibited some magical talent at a young age, no one was all that surprised. His mother had her own small gifts for conjury (white/healing/nature-based magic), but Arthur being the bookworm that he is, he gravitated more towards arcanistry— a school of magic wherein spells are closer to math than simply calling fire out of thin air.

As a boy, Arthur never expressed interest in magic as a serious pursuit, and therefore never bothered to make the trek to the Arcanists Guild in Limsa Lominsa. Instead he kept to his books, teaching himself whenever it caught his fancy. It wasn’t until his brother introduced him to the history of Nym and their scholars that magic became something of a more serious interest. Arthur threw himself headlong into whatever information he could find about the long-lost city-state and its magic.

Without a soul stone, it took Arthur years to become a scholar of middling skill, but once he obtained the soul stone and thereby his faerie companion, the magic came much easier and he’s actually quite good at it.

Scholars are healers and tacticians, relying on spells that shield from oncoming damage as their bread and butter. They do have some vanilla healing spells at their disposal, as well as a couple of potent instant-cast heals that rely on a finite resource called Aetherflow. A scholar’s faerie companion is there to help with the heavy lifting, with healing and support spells of their own, such as a heal over time (regen) spell, or a haste spell. A scholar can also tether their faerie to an ally to allow for potent healing over time.

A full list of a scholar’s abilities, including faerie abilities, can be found here.

It should be noted that “Eos” and “Selene” are canonically two sides of the same being, just divvied up into two summons for gameplay purposes, so it stands to reason that one faerie has access to all the fey skills listed. Also, the spell “Resurrection” cannot bring a person back from the dead, it can only revive them from KO.

Magic is where Arthur really shines, and he’s nothing special with a gun. He can aim, and shoot with a decent degree of accuracy. He doesn’t even really count as a machinist, since he doesn’t have access to most of the machinist’s in-game kit, including turrets, flamethrower, etc. He’s just a dude with a gun to help him get out of jams when throwing spells at things isn’t quite enough. In the same vein, a little bit of his brother’s lessons took and he’s okay with a sword, but he’s been out of practice for several years. He could probably pick one up and swing it around without hurting himself too badly. Maybe. Hopefully.

On the more mundane side of things, Arthur has trained to be an archivist and knows his way around books with ease. He’s a fast reader with an excellent memory. He can also scoot his way around those giant ladders on rails like a pro.
inklongdry: (004)

arthur inkwell | original (ffxiv)

[personal profile] inklongdry 2018-01-02 11:52 pm (UTC)(link)
Alignment: Thras would be a good fit for Arthur. A lot of things that he has encountered since leaving home have been dangerous and quite frankly terrifying. There have been plenty of moments where he has wanted to run back home and hide among his books, and he honestly still struggles with that. However, with the support of his friends and family, he’s learning to be brave. He might complain a lot, but he is learning.

Other: I would like Arthur to have his faerie with him if I could. Nymian faeries are sentient beings, but they don’t seem to be able to communicate verbally. Clover will spend most of her time in the soul stone unless Arthur calls on her, or if she decides to make an appearance to quietly sass him. She's very shy and cautious otherwise.


⌈ SAMPLE SECTION ⌉


General Sample: Once upon a time in a magic steampunk western AU.

Emotion Sample:

[ Ask any one of Arthur’s acquaintances about where his strengths lie, and they might toss out a few varied answers, such as his intelligence, or his skill as a healer, or the well-practiced way he’s able to roll his eyes and look absolutely put out over the most minor of inconveniences, but Arthur knows where his true talents are: in getting things from shelves. True, he’s much more adept at retrieving books from shelves, and all the better for him if there’s a ladder he can use, but he is not going to let this particular shelf best him.

Of course, why the exact cooking pot he needs is on a shelf far too tall for any human being to reach is beyond him. One more instance of the nebulous powers that be having a little chuckle at his expense, he supposes.

Well, there may not be a ladder, but there is a stool, which he fetches and positions under said menace of a shelf. However, and silly him for not testing it before hand, once he hoists himself up to stand on the stool, he finds it a bit… lacking. It wobbles worryingly, and Arthur casts a sharp glance downward. ]


You had better hold.

[ But even as he says it, he doesn’t feel the conviction in his words. It’s a funny thing, how mere uncertainty over the sturdiness of a gods-be-damned stool of all things can set the dominoes falling, because suddenly the stool seems to be just as uncertain as he is, and sets to wobbling something fierce. This, of course, startles him, and that sudden feeling like the floor has gone out from underneath him proves to be prophecy when the stool suddenly jolts and falls over, sending Arthur toppling to the floor with a none-too-dignified yelp of surprise.

He’s just… he’s going to lie here for a moment. Don’t mind him. ]



Questions: Nope!
somnatic: art by <user name=whyellewhy web site=plurk.com> (I know I'm bad news)

vin | original character

[personal profile] somnatic 2018-01-04 01:55 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Owl
Contact: [plurk.com profile] grenadine
Age: 27
Current Characters: None.
somnatic: art by <user name=whyellewhy web site=plurk.com> (if we build up enough speed)

[personal profile] somnatic 2018-01-04 01:56 am (UTC)(link)


⌈ CHARACTER SECTION ⌉

Character: Vin
Age: 23
OC Type: Pure.
Point Taken: After getting away from a long journey into the desert, Vin has finally caught the scent of Hollendyr, and one of its Church’s top agents.

World Building: The parallel world Saval is a planet of untold magic and critical faith. While slightly more considerate and progressive by some means, the world is largely dominated by the Solenne faith, a religion that worships the stars as gods and the sun as the primary god. All life is considered born from the dust of stars and thus, all life is considered holy. Astronomy is a prized tool used for everything from research to divination and to go into the profession is the same as becoming a priest for the faith. While Solenne preaches that all life is equal, and that one must do good unto others for good to be done unto them, the church is domineering, militarized, and acts as a higher form of government for the entire world. Alternative faiths are discriminated against at best and wiped out at worst. Magic and supernatural abilities unrelated or unapproved of by the church are hunted relentlessly and stamped out. While the Solenne way is good to some, it is oppressive and cruel for others, and hard to get past. This doesn’t mean there aren’t ways to escape the all-seeing eye of the church, but punishments for disobeying can be extreme. While most of the world lives unaware of non-believers, some fight for their beliefs and practice in secret.

The planet has a strong variation of different lands, made up of 5 different continents and several countries. For the sake of simplicity, the main ones touched on are Hollendyr, the origin and lead country of the Solenne faith, Jökla, the snowy continent and Vin’s homeland, and Oaze, the mostly-desert country to the far south of Jökla and on the other side of the world from Hollendyr.

Jökla was relatively untouched by the Solenne faith for many centuries due to the difficult to traverse climate and terrain. Jökla was home to the Somnis people, a unique race of humans with the ability to walk through dreams during slumber. Somni had powers to influence someone during their dreams by planting subliminal thoughts and emotional cues that would surface when they woke up, a power that would aide them in manipulating their foes to keep them away. Jökla had been a snowy continent that spent nine of its twelve months in complete, unforgiving winter. There were only two seasons considered by the locals, winter and summer. Summer was spent aggressively foraging, cultivating, and hunting to prepare for the winter months and spending the harshest ones indoors for the duration of months on end. People would still go out and socialize, share information, and visit family— they would simply do so in their dreams. Each Somni is born with a unique full-body tattoo just beneath the skin that glows when their powers are used, in slumber.

Jökla’s culture was an indoor one that supported the survival of one another through the winter and persisted through the ages. Contrary to the Solenne faith, the Somni followed a more individual code and preached finding faith and beliefs as a personal matter. It was not specifically blasphemous, but it would later be painted as such when Hollendyr would start its invasion. However, said invasion would be put off for several years due to the unpredictable winter and the inability to fight and conquest for more than a few months before winter drove them out. Jökla was able to stay peaceful even with global pressure breathing down their neck to convert or suffer the consequences. Eventually, the leaders of the Somnis people thought to start sending several of their own to start negotiations, with the ulterior motive of ‘dreamwalking’ in their foes’ minds while they slept, in order to influence their decisions in the coming talks in the next few days and keep them mostly at bay.

It worked for quite a while, until the secret was found out through the use of spies. Deciding the supernatural power the Somni possessed was too dangerous and too influential to let continue to exist, the next summer Jökla was raided and massacred for its transgressions with great vengeance. The new law enacted proposed that no one with the dreamwalking power would be allowed to live ‘for the safety of the rest of the world’, and men, women, and children of all ages were killed. Jökla became an uninhabited, barren wasteland once the military moved out, and none were known to be left alive. It was said that bodies were left in their homes once the soldiers slaughtered everyone and moved on, and that all the cities and towns left are riddled with corpses. Due to the compromised ports and lack of a general military, there was no opposing army or ability to flee. The Somnis people hadn’t yet branched out into the world, nor had many open ports for trade, so when it’s mentioned that none were left alive, none truly were.

Hollendyr would continue to hunt down and demonize the Somni as a godless race who used their powers cruelly to trick and manipulate others, which is just about almost all the world knows about them. Nothing of their peaceful, isolated lifestyle would survive the erasure. They would be popularized as a source of nightmares while children would be reassured none were left to terrorize them.

Except for one.

Backstory:Vin grew up far away from the villages and cities that dominated Jökla in a large, two story cabin with a mother, father, and two older sisters. They were a solitary but unified bunch, working together to make it through the winter and growing fast crops during the summer. As the baby of the family, Vin was used to both being teased and doted on, but didn’t grow up without love. His sisters had exceptional prowess with their gifts, being able to travel miles upon miles in their sleep and visit other kids during their slumber. Vin’s powers were still there, but he didn’t grow up learning the ins and outs of them. What few lessons he does carry from his youth are basic, and discovery with his powers are always a new thing. Vin’s young childhood was spent learning the folklore of his people, old stories, things a child was able to understand. He was a creative but shy child, who took quickly to what was given to him. Had he lived a long life on Jökla, he probably would have been an influential upstart. Like a lot of things in his life, however, it just wasn’t meant to be.

Naturally, living isolated, his family did not experience the bloodshed the way the rest of the Somni did, but word did travel to them in their dreams of the slaughter. Vin, whose powers had only just began to awaken, would listen to the screams and tears of the terrified, the ones in hiding, and the dying. He could not understand what was going on then, but it had occurred to his family that they needed to get out of the country as soon as possible. Packing up what they could, they traveled according to the instructions of the brave few who had dared to contact them. There was likely to be one port still left unused, and one family left with a boat there. If they could make it there in time, the two families could leave together and escape to Oaze, which was something of a melting pot of culture. It would be easy to blend in and vanish after a while.

Just before the boat had cast off, soldiers had made it to the small port. Only Vin and the captain of the boat, Nella, were onboard while the families made last minute preparations. Forced to make a drastic decision and one Vin would wrestle with for the rest of his life, Nella pulled the ship out of the docks while Vin’s father and her son fended off as many soldiers as they could while the rest of the family scattered back into the forest. Knowing no one could last long when compared to the might of an army, the two said goodbye to their former lives in tears as the boat sailed into the Camille ocean, heading southward.

It would be the start of a long journey. Vin was only four years old.

It was hard to manage one boat with a distressed toddler underfoot, but Nella was made of tougher grit than most. Rationing their reserves of water and food, carefully managing the ship day and night, it was by the grace of the stars that Nella managed to navigate the boat southwards. Vin had drawn into himself for the majority of the trip, having never seen the ocean before and fearful of going above deck. It wouldn’t be for several days that Vin would make one last contact with his family across the dreamscape. His mother had survived but lived in fear of pursuit, but spent her last hours asleep, chasing him out over the ocean and comforting him. This would be the first lesson of Vin’s young life. Before her attackers caught up to her, she would insist deeply that Vin could never give up. That he was a part of something bigger than himself, and everyone who died back there did so knowing there would still be hope for all of them if he survived. The most important thing was to live.

Disappearing on the horizon, that was the last Vin saw of his mother. In the few, spacious hours that Nella would sleep, she would give news to the small boy and start telling him more about what he saw in his dreams. In the dreamscape, all the lights on the clear, crystal horizon were other Somni. Like the sun setting, they had all begun to fade until only a scarce few were left. You could follow someone’s light on the horizon in order to catch up with them, and very accomplished Somni could tell them apart. With hope, others would escape and the lights on the horizon would continue to last, but the Hollendyrians were thorough, and each passing day weathered the old woman with bad news. It was a long while before they reached Oaze’s shores, half starved and weak.

Though soldiers were looking for them, no one had a definitive visual on what they looked like, so there wasn’t anything to go off of. Nella had quickly sold the boat on arrival and used the money to buy shelter and food for the two of them. No matter what, she was determined to look after Vin while coping with her own grief, something Vin wouldn’t understand for the rest of his life. She worked in a popular restaurant’s kitchen day and night, while Vin spent time learning all that he could without being put into a local school. He was still a fearful child, and was slow to make friends. He’d wait eagerly in the evenings for Nella to come home and help him with his learnings while she relaxed from a rough day.

It would be this way for a long time, until Vin turned eight. By then, he’d grown a bit more social and had become a bit more worldly, but still relied on the older woman for support quite a bit. As most things in his turbulent life, nothing was destined to stay the same way forever, and when Jöklan documents were found aboard the ship Nella had sold four years ago, the purchasers turned the information over to the Hollendyrian army. They weren’t without blessings, though. A neighbor warned them beforehand that the foreign officials was coming, even if they didn’t understand why. Nella thanked them and hid Vin in a chest quickly before answering the door. When they interrogated her, they demanded to know if she was the only one left. She insisted she was, and when they were unable to find traces of anyone else, they took her away.

Vin, afraid to come out, had fallen asleep in the chest after hours and hours. He’d seen her light go out on the horizon after chasing after it, and realized he was finally alone. Knowing that it wouldn’t be safe to stay when the Hollendyrians could come back and ransack the place, Vin took what little money Nella had saved beneath her mattress and fled the small apartment they lived in. It was either by oversight or mercy that the other residents didn’t think to turn him in right after, but Vin hid on the back of a caravan that was moving out of town that night, and it began his first year of being alone.

Survival was ingrained in him, and nothing would ever drag it out— Instead of turning to an orphanage, he learned to scrub floors and find safe places during the night. He saved his money meticulously and whenever there was a chance he could be found out, he would catch the fastest moving thing out of town. He met plenty of friends, co-workers, and people who would take advantage of him. He learned the value of protection, and would stick around people who may not have been kind, but would look after their own. He became something of an insomniac in those few years, reluctant to let anyone see him sleep. He’d grow out his teenage years working on a farm and sleeping in their attic. He’d spend his time reading and learning as many languages as possible, so he could pass himself off as a local if he ever had to skip town again. People would call him wiry and constantly nervous, easily scared and intimidated. But he’d live.

Living, as it turns out, was more important to Vin than being happy. Most other people wouldn’t have it that way, but it was important to him. He had belonged to local organized crime groups before, pledging his loyalty as long as he got to stay alive. Very few people learned his secret, and some prized him when they did. Sometimes, running for safety from the Church would have him betray these people, and in turn, they would turn over all the information they had of him to the authorities. His trail never went cold, because while he was a mighty survivor, Vin wasn’t brilliant. The farm he worked for would eventually find out his little secret and feel betrayed that a Somni was hiding beneath their roof all along. He’d flee to the next town, and eventually to other countries. While his memories from his youth were broken apart by the haze of time, he still remembered bits of it vividly, and as he traveled, the more he would remember, the less he’d feel like he’d understand of himself.

By the time he turned 23, Vin would be traveling on camel back again through the desert, to the remote oasis town of Deluna. He’d be tired by then, wanting nothing more than to finally rest after years of running. The middle of the desert felt like a fair compromise, but not even long after arriving, he’d be met by an agent of the Church who wasn’t even looking for him— one who merely saw his suspicious behavior and chased him down.

That’s where Vin comes from now. A life spent mostly on the run.
Edited ((the only edit I made was his age)) 2018-01-05 16:34 (UTC)
somnatic: art by <user name=whyellewhy web site=plurk.com> (i'm the most sensitive man)

[personal profile] somnatic 2018-01-04 01:56 am (UTC)(link)
Personality: Vin is a character ruled by fear. At no point in the scope of his life has Vin had the time or opportunity to grow up well-adjusted without the reality of grief or fear hanging over him, so it’s the primary focus of his personality. Above all his morals is a strict drive to survive, and while he does pride himself on being a good person, he has done unsavory things to get through his life, such as working for the wrong people. While the unsavory things he’s done has mostly amounted to delivering illegal goods and not, say, murder, he’s always biting back an apology when there’s something he’s doing that’s throwing someone under the bus. He’s apologetic by nature, and doesn’t want to inconvenience people for the most part. Aside from his paralyzing fear of authority and religious figures, he can generally see the good in anyone, or at least the reason, and while he doesn’t make friends very well, he’s at least accomplished at making allies. If he hadn’t, he wouldn’t be as adept at survival as he already is.

His strengths lie in his quick thinking. While he’s bad at long term planning and plotting things through, he’s excellent at making snap judgments from pressure and procrastination. These aren’t always good for the long run, but they’re usually suitable for just surviving in the moment. He’s not very self sacrificing— if it came between him and another person, Vin would most likely save himself. Self-preservation is so key to him that he hardly even understands what he’s living for. Let’s be honest, with a backstory that unnecessarily tragic, what else is there in life? Vin desperately wants to find that out for himself. Despite having every reason to, he’s never caved into despair or deals with feelings that embitter him to the world. He doesn’t have any long term goals aside from living, but the desire to make them is there.

He’s both hardened to tragedy and not, in a way. He’ll sympathize and empathize with characters going through struggles and try to do his best to help them, but it’s hard to make him sad. Panic and sadness are not quite the same thing, so while he has the former in abundance, actual mourning and grief are less so. He very much lives in the present, and tries to encourage others to do the same. While he hasn’t kept friends longer than a few years at a time, he’s proven himself to be an adept listener and helper to other people’s problems. He’s used to providing an unbiased point of view (unless being biased is important, right then) and can usually help people out with their troubles. Normally, though, no one asks Vin’s opinion of anything, so he keeps to himself. He’s particularly soft-hearted about animals, however, and will take care of strays if he has the means to do so. The jobs where he could take care of animals were usually the ones he enjoyed the most.

Vin isn’t unwaveringly loyal; he will occasionally make hard-hitting decisions to sacrifice for other people but never to the point that puts him in harm’s way. He’ll be close to you, sure, and he might even make friends with you, but it takes a lot of love from Vin’s side for him to become loyal. Overcoming his survivalism is a tough gambit and it would take only the most patient of people to inspire him to reciprocate loyalty. He’s decent at reading people from the years of working with shady people; he’s got a keen eye for manipulators and people out to use others for their own gain, so he’ll always keep people like that at arm’s length. People who are unfailingly kind and trustworthy almost make Vin kind of sad, and make it tough for him to get close. He doesn’t want to use anyone who he’ll hurt by abandoning in the end. This makes Vin fairly manipulative of his own relationships himself, and kind of hard to get along with sometimes.

Vin’s kindness, once you’ve earned it, is shy and reluctant, but ever-present. The only person he truly made friends with for a long time was the daughter of the owner of the farm he worked on, and he would constantly go out of his way to help her and make her life easier. He’s maladjusted, no doubt, and his only ideas of friendship are born from trying to help out as best as you can and not burdening another person. There’s also the fact that he thinks all friendships end sooner or later and sometimes it’s better to be sooner than later, especially if there’s a chance he could hurt them by running away.

There’s also the odd trait that Vin can be a bit… well, people who know him consider him to be a funny guy. This is entirely on the exterior, the combination of him being both jumpy and clumsy has had more than a few people poke fun at him. He takes it in passing, and doesn’t usually get defensive about it. After all, how could he explain why he is the way he is? It’s much easier to roll with the explanation that he’s a funny guy than a somewhat traumatized one. It can make for an interesting mask to use, to disarm other people to keep them from asking too much about his history. Vin prefers that to letting people know anything extra about him.

Vin’s relationship with his powers is a strained one. After all, his dream walking ability and status as a Somni is the reason his mentor, family, and just about everyone he could relate to is dead, and probably why he’ll die young. His status as an insomniac in his later years pushed him away from using his abilities more than he had to, even though Nella would preach to him never to be ashamed of where he came from. As he’d grow older, he’d learn to appreciate them more for the subtle power that let him manipulate others for his own safety. He’d only use it when pressed into a corner or if the situation was too tense not to, but there was also danger in being found out. The fact that his powers make him vulnerable while asleep is also a downside. In a setting where he could explore them more freely, he might adapt and learn from his powers as time goes on.

There’s also the relationship with his history. Vin’s memories of his early childhood are spotty at best, combining his young age and the trauma of everything that happened. He doesn’t remember much of his family, and while he intensely remembers his mother’s parting message, there’s little else of that he understands. What Nella taught him is what stuck with him the most. She would retell old Jöklan stories and folklore while he was growing up, and while he was expressly forbidden to repeat it, he’s memorized and taken all of those stories to heart. Vin has written most of them down according to memory in a little brown leather journal he keeps with him at all times, for the express purpose of revisiting his memory and identity. It’s a dangerous little book to keep, but it’s one danger he can’t live without. Even if he partially resents some of his identity, he desperately wants to keep the good memories as close to his heart as possible.

Vin is a complex guy and definitively simple at the same time. While kind and empathetic, the only side he’s ever on is his own. He’ll always have trouble with that, and it would only be with the help of others that he might unlearn that notion.

Abilities:
Somnis
Vin is a Somni, a human being with the ability to enter and influence the subconsciousness of others during his own and their own dreams. When he enters this state, the tattoo he was born with glows, and he’s able to find ‘lights on the horizon’ that he’s able to interact with by walking towards them and entering a dream. While he is not exceptionally skilled with this ability, he’s able to make subconscious suggestions within someone’s dreams, appearing as a calming figure covered in swirled tattoos.

He is able to talk to someone, to implant his own emotions or foreign ones into the other person. However, this power has been the reason for nearly dying all of his life, and for him to reveal it to someone else would take an unbelievable amount of character relationships and personal development.

It is also a power he would only use for his own safety, as in, if a character told him they were going to kill him.

Alignment: Thras. Vin is ruled by fear and made an exception by his acts of bravery. If he ever goes out of his way for others, it’s a characteristic mark of change within himself, and is the very juxtaposition on which the scale of his character rests on. If he’s going to change at all, in one way or the other, it entirely hinges on whether or not he can overcome his suspicion and fear of the outside world.

Other: N/A
Edited 2018-01-04 01:56 (UTC)
somnatic: <user name=xiki-scribbles web site=tumblr.com> (look at you the same way)

[personal profile] somnatic 2018-01-04 01:57 am (UTC)(link)
⌈ SAMPLE SECTION ⌉


General Sample:
“So what brings you here?”

Silence is what they get in return from the now dreamless walker, staring into his cup of tea. It’s a moment before he can muster any sort of response. The floating island is vexing, entirely, and there’s little Vin can do or say about it. He’s tired, and he’s been tired since waking up. Had it not been for the circumstances of his arrival, he might have rolled over onto the grass, convinced he had walked into someone’s dream on accident or wound up having his own for once. He’s never had any normal ones, but he can glean what’s unreal and what isn’t, and the island seems very unreal.

“I don’t… know,” Vin offers, his hand trembling in rest on top of the table. “I was just brought here, I’ve never seen this place or anyone l- like the people I’ve seen here. It’s… I’m not crazy, I know other people are the same here.”

There was a strained silence. The cup of tea was on the house, because the little cafe owner had taken one look at the guy and decided ‘he really needed it’. He’d cup the small teacup and bring it up to his lips, taking in more of the warmth than anything else. He’d seen people out there that had made him run in fear, and there’s only a select few groups in the world that can make him turn and run the other way. That was a lie, anyone could make Vin turn and run if they were scary enough or convincing enough, but none of them had looked so different at times.

It was enough to make the man shudder just thinking about it.

“You’ll have to find out more about that yourself,” The cafe owner replied, averting their gaze and focusing on cleaning a few dishes. Their resistance to speak on the matter was enough for Vin to bristle. He was one of the few people in the world who had all the reason to believe that the supernatural existed— he was one of them! As long as he didn’t die he was fine, sure, but this… was too much. His life was a miserable thing, but it was his, by gods! Draining the cup of tea, he set it back onto the saucer with a small clatter.

“Who can I go to? Who’s safe to talk to?”

At that, someone had rested a hand on Vin’s shoulder with a soft, but serious gaze. “I’m a priest, actually, and—“

Those first four words were all he had to say to leave Vin tearing out of the cafe, dashing into the cold and leaving nothing behind but the jingling bell above the door.


Emotion Sample:
Funny, he didn’t remember lightning being part of his powers. The more alarm it caused him to have electricity shooting from his fingertips like a painful static, to the point where everywhere he ran— a most painful shot of static electricity would bite at them.

“Sorry! I- I’m sorry!” was all he could stammer on the way out, running at full speed towards somewhere— somewhere safe, somewhere he could calm down, a nook or cranny or some kind of hidey-hole where his panic attack could simmer and settle down, as lightning crackled over him as sure as the electricity his brain was shooting through his body, the impulse of fear and panic as raw as a cheetah within breadth of a gazelle’s loin and whether or not that’d be dinner or starvation.

Fear ruled everything. It ruled his life, and it apparently ruled the way he’d teleport from his own world to a new one with things like apocalypses and emotions on display for everyone to see, arguably a worst nightmare for him. Running down the steps to a little cove where a blessed statue remained, he hid and he breathed and slowly, the blue crackles on his skin, tracing like a static orb around his hidden tattoos began to fade. The statue, looking rather like a lovely deity, was taking on the brunt of his anxiety now. It quivered and cracked as he did all the steps Nella taught him. Count backwards from ten and then back up, bouncing up and down the numbers like a unique little stress toy.

Unfortunately, Vin himself was a bit of a stress toy. He was easy to toy with, and he was quite handily made of stress.

The statue shattered in such close quarters of his panic attack that he let out a little scream, quickly gathering up the pieces and trying to arrange them only for them to crumble within his grasp.

“No no, no, no… oh god, why today.” The little length of grass outside the small altar-type cove provided a place for him to crash upon the ground and twitch with the remnants of lightning.

“Of all days to be kidnapped, why today?”


Questions: If any nerfs are necessary, I’m willing to take them!
Edited 2018-01-04 02:00 (UTC)
somnatic: art by <user name=whyellewhy web site=plurk.com> (i'm the most sensitive man)

[personal profile] somnatic 2018-01-06 11:44 pm (UTC)(link)
It'll be this journal! Thank you!
inklongdry: (007)

Re: Revision

[personal profile] inklongdry 2018-01-07 01:37 am (UTC)(link)
[ Arthur's not sure if he'll ever be used to being in strange places and dealing with strange things, and right now he's stuck in the strangest situation of all. He's still trying to wrap his head around this city and just how it all works, but sticking to a bit of routine helps him not lose his mind completely.

Currently, that routine comes in the form of evening tea. A quiet moment with him and a book, and his drink of choice- something with a mild hint of vanilla and honey that smells rather like home. It's easy enough to loose himself in the familiarity of the ritual, and the pages of his book, as he has so often, until a thought strikes him rather suddenly.

It's so quiet.

Back home, Tessa was usually good about giving him his space if he really wanted it, but usually she'd be around. If not futzing around in the kitchen, then she'd be across the table from him, penning a letter to her family, quiet “hmms” and little laughs accompanying the soft scratch of her quill on parchment. And if not that, then it was something else. She'd ask him a question, she'd be practicing her flute of humming softly to herself. Without any of that, the room just felt... empty.

It takes him a moment to realize that the biter taste in his mouth isn't just loneliness. It's his tea. In the span of a breath, the flavor had taken a sharp and sudden turn form a hint of sweetness to almost unbearably bitter, and he coughs and sputters in surprise. Another sip only confirms it- he's ruined a perfectly good pot of tea with his damned loneliness. ]


Gods. I don't need you to tell me I miss her.

[ This, as he sets the teacup aside, giving it a critical eye as if it's somehow responsible.

But, alone as he is, he knows there's no denying it. He's lonesome, and homesick, and so very frightened. Arthur buries his face in his hands, letting out a long, shuddering sigh.

With a sound so soft it goes unheard, there appears in the porcelain teacup a small, subtle crack. ]
inklongdry: (Default)

Re: Accepted!

[personal profile] inklongdry 2018-01-07 02:11 am (UTC)(link)
Here's his journal. Hopefully, if dreamwidth will let me post.
eonticket: (Default)

May | Pokemon ORAS

[personal profile] eonticket 2018-04-01 07:34 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Jingle
Contact: [plurk.com profile] dolewhip
Age: 25
Current Characters: None


⌈ CHARACTER SECTION ⌉

Character: May
Age: 15
OC Type: Blank Protagonist (Pokemon Omega Ruby/Alpha Sapphire)
Point Taken: After becoming Champion and receiving the Eon Flute.

World Building: Wiki Link!

Backstory:
Born in Johto, May's family was uprooted and moved to Hoenn when her father, Norman, became the Gym Leader in the region's Petalburg City. May was fourteen when the move happened, and it shook her already-rocky relationship with her father. Norman was often more focused on training his Pokemon than on his family, and now he was taking May away from her childhood friends and home. But of course, the teen had no choice but to start a new life in Littleroot Town, and there, her adventure began.

May had just arrived in Littleroot when she met the Birch family. Notably, she met the family's patriarch, Professor Birch... By saving him from a wild Pokemon that was chasing him. This required battling the wild Pokemon, and so May had to act as a Pokemon trainer for the first time. She picked a Pokeball at random, and inside was the grass-type Treecko. May managed to fight the other Pokemon off with her "temporary" Pokemon partner. She wasn't happy when Professor Birch praised her skill as a potential trainer, but the man ran with this, insisting on giving the Pokemon to May and urging her to learn more about being a trainer from his son, Brendan. This trend continued, with May finding herself in the role of a real Pokemon trainer. She was far from thrilled, and often acted unenthusiastic or even bitter early in her journey. What kept her from just quitting was the undeniable fondness she had for her new pal, Treecko, who sported a cool and detached attitude.

Two strange things happened as May began to travel the Hoenn region doing tasks for others and challenging gyms. For one, she began encountering the nefarious Team Aqua, whose leader, Archie, boasted big plans to improve the world for Pokemon. He intended to do this by using the legendary Kyogre to raise the seas. May never quite saw how that logic added up, but got increasingly tangled in their plot. Despite May – and Team Aqua’s rival, Team Magma – trying to stop them, the group eventually managed to awaken Kyogre. A horrible storm threatened to end the Hoenn region and beyond, and Archie and his team realized the flaws of their plan. Still, it somehow ended up that May was the one who had to calm the legendary beast by defeating it in battle.

That was okay, though, because the other strange thing that happened as May journeyed through Hoenn was that she became happier in her new home – and her new role. She came to love her Pokemon team, and all Pokemon, and to respect her fellow trainers. In fact, shortly after May saved the world from Kyogre, she took on Hoenn’s Pokemon League and became the Hoenn Champion.
Other notable events along the way included May getting involved in Pokemon Contests and learning to use Mega Evolution, as well as having her fifteenth birthday while on the road.

Personality:
A trainer who started her journey with a grudge against Pokemon isn’t exactly common, or something that tends to end well. Yet, for May, it worked out – because as she traveled, her Pokemon weren’t the only ones evolving. May has grown a lot over her time in Hoenn, although she hasn’t changed entirely by any means.

May is a bold and spirited teen; fiercely independent and reluctant to accept help from others – though she’s always willing to offer her own services as help. She speaks up for what she believes is important, and in this behavior is often impudent. May also has a strong temper and is rash when that temper is provoked. She’s pretty stubborn, though her mind has grown more open as she’s traveled. But what are May’s beliefs? What is she stubborn about? Well, for the most part, it all links back to her being so independent. She believes that relying on others is setting herself up to be let down, and so she’s stubborn when it comes to admitting she needs help. She’s also stubborn in the fact that she won’t back down from a challenge or task. May is a determined individual.

As Hoenn’s fifteen-year-old Champion, she’s much happier than she was when she first moved to Johto. She's more carefree, and even bubbly - not bitter like she once was, and she’s less rude and somewhat less likely to start an argument or fight than she used to be. She's always had a sense of humor, and isn’t a very serious sort of person. In fact, she comes across as easygoing until her stubborn streak or her temper show. She's a kindhearted girl despite her rashness, and she's compassionate and caring towards others.

May is protective of both her Pokemon and her human loved ones; she would do anything for them. She is a friendly person, despite her social shortcomings. May's typical idea of fun is training and battling with her Pokemon, which means she struggles to connect to people who aren’t Pokemon trainers. However, this is something she’s working on improving, thanks especially to the contest idol Lisia who she befriended on her journey.

May is as brave and adventurous a youth as one will ever find. While some of that can be chalked up to impulsive behavior and her stubbornness, there's also just raw courage and a need to travel and discover new things. She's curious about the world around her, and never wants to stop being surprised by life.

May’s relationship with her father is complicated, even now that she’s come to understand the many joys and the appeal of being a trainer. She still resents how much time he spends away from home. It leaves her torn, as she’s no longer as comfortable with these feelings of resentment as she once was. She wants to get along with Norman, but it’s still difficult for her.

Despite her success as a trainer, May has remained (mostly) humble. Braggarts and those with big egos have always rubbed her the wrong way - she only is like this herself in a joking manner. She also, in a hypocritical manner, doesn’t like dealing with impulsive people. Yes, May is definitely impulsive. She doesn’t think of potential danger when heading into a situation; she just keeps her eyes on the prize.

Abilities:
May’s connection to her Pokemon, specifically her Sceptile, allows her to cause him to Mega Evolve when she is in possession of her keystone and Sceptile is in possession of Sceptilite.

Sceptile (level 62) holds Sceptilite and knows the moves Leaf Blade, Dual Chop, Quick Attack, and Agility. His ability, Overgrow, powers up Grass-Type moves when he is at low health.
Sableye (level 60) holds a Muscle Band and knows the moves Shadow Sneak, Confuse Ray, Zen Headbutt, and Foul Play. His ability, Keen Eye, keeps his accuracy from being lowered.
Cosplay Pikachu (Libre) (level 60) holds a Yellow Scarf and knows the moves Quick Attack, Thunderbolt, Thunder Wave, and Flying Press. Her ability, Lightning Rod, draws most Electric-Type moves to Pikachu, who will not be damaged by the move and who will have her special attack stat boosted one stage.
Camerupt (level 61) holds Charcoal and knows the moves Lava Plume, Flash Cannon, Rock Slide, and Earthquake. Her ability, Magma Armor, prevents her from being frozen.
Milotic (level 59) holds Leftovers and knows the moves Surf, Toxic, Ice Beam, and Recover. His ability, Marvel Scale, increases his defense by 50% when he has a status condition.

Alignment: Aiada. It's a great fit for May, as her journey took her from envying Pokemon to deeply appreciating them.

Other: May will be accompanied by Sceptile, Sableye, Cosplay Pikachu (Libre), Camerupt, and Milotic. May herself will have her Mega Bracelet with the keystone embedded in it.


⌈ SAMPLE SECTION ⌉


General Sample:
General Link...

Emotion Sample:
...also serves as Emotion Link


Questions: Let me know if any of the Pokemon's powers need nerfing.
omnicrafter: (Default)

Irhya Pendhula | Final Fantasy XIV [1/???]

[personal profile] omnicrafter 2018-04-04 05:46 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Qu-ko
Contact: Discord: qu-ko#6810, [plurk.com profile] quko
Age: 27
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Irhya Pendhula
Age: 25
OC Type: MMO
Point Taken: Patch 4.2

World Building: Wiki link, though it's only the tip of the iceberg! If only I could upload the entirety of the lore book...
omnicrafter: (Default)

Irhya Pendhula | Final Fantasy XIV [2/???]

[personal profile] omnicrafter 2018-04-04 05:47 am (UTC)(link)
Backstory: Irhya was born the second of four children of a Keeper couple in a little village in the Black Shroud called Hyrstmill, where her mother plied her trade by selling a multitude of handmade sundries to the village and travelers who passed through. From the time she was very little, she'd taken a keen interest in the crafts her mother did, first taught how to knit on a child's loom and gradually moving up from there. She was always close to her father and her older sister, although her younger sister tried her patience to its limits, and her baby brother proved to be a frustrating doormat if there ever was one. However, despite the fact that it was her mother that inspired her passion for crafting, their personalities clashed horribly, in part due to the fact they were so similar in nature.

Things only got more volatile as Irhya became a teenager, and once she finally entered adulthood, she'd had enough. As soon as she was able, she departed for Gridania to become a conjurer, but on the eve of her departure, she and her mother had another argument, one that took an unfortunate turn involving flower pots being chucked about and ended with Irhya saying some cold things on impulse to her. While her mother seemed to take it in stride (at least on the outside), Irhya looked back on it with a cooler head with regret, thinking to herself that she should perhaps write an apology letter, or go back to visit and smooth things over...

But it is not meant to be with the whirlwind of events that follow. Upon discovering a crystal a short ways into doing odd jobs for the adventurer's guild in Gridania, she is quickly scouted by the Scions of the Seventh Dawn for her Echo ability. While she excuses it as wanting to learn more about the blessing itself, Irhya really joins up because she thinks perhaps it'll be more fun than chipping away at menial jobs the way she's been doing.

In time, despite her finding herself at odds with the conjurer discipline, she assists in defeating the first three primals summoned by their respective beast tribes: Ifrit, Titan, and Garuda. With each successive slaying, things appear more and more interesting, even though the looming threat of the Garlean Empire and the Ascians pulling their strings tells her that there are greater trials on the horizon. Soon after, a double agent sells out the location of the Scions' hideout, and Imperials go in for a raid while she and a few others are away, killing and injuring many and kidnapping a few key members in particular to attempt to pry information out of them. With nowhere else to go, Irhya sets out with the remaining members to rescue the kidnapped Scions, entirely by accident uncovering what became of Cid nan Garlond after the Calamity in the process.

The success of the rescue operation paves the way for a counterattack against the Garlean Empire, who has been invasively encroaching upon Eorzean territory with the intent to subjugate the remaining city-states into its fold. During a simultaneous assault on multiple Garlean military bases at once, Ultima Weapon, the threat that Gaius van Baelsar has been hoping to use as part of his plan, is taken down by a group of adventurers, with Irhya assisting the fight.

During the aftermath, in which Garlemald retreats to lick their wounds and deal with a internal war of succession, other primals such as Leviathan and Ramuh become primary threats, which Irhya is again dispatched in a group to deal with. At a later point, Ul'dah, Gridania, and Limsa Lominsa's leaders make an appeal for the Scions to speak with Ishgardian representatives in the hopes of entreating their assistance with pushing back against the Garlean Empire, but notoriously xenophobic Ishgard has its own problems to deal with, and turns down the request. Along the way, she meets a woman named Lady Iceheart, who, after attempting to summon the primal form of Shiva unto herself, suggests that Ishgard is not as righteous or innocent as they would have the rest of the world believe.

Indeed, their problems seem to run much deeper than they would have anyone believe. Upon following the path up to the seemingly lifeless body of Midgardsormr, the wyrm springs to life in a temporary aetherial form, subjecting Irhya to a trial and then completely severing her connection with Hydaelyn for reasons unknown to her until much later. He does, however, provide her with a small vessel for him to observe her actions with before she departs, stripped of her gift.

Following an attack on Ishgard's gates that is only narrowly put down with the help of a team of adventurers, a banquet is held in Ul'dah in celebration of the nation's apparently slowly-renewing interest in rejoining the Eorzean alliance. However, things go awry when the sultana falls victim to an assassination plot that is pinned on the Scions, forcing them to make a messy retreat and scattering them to whereabouts unknown, save for Alphinaud, Tataru, and Irhya. They approach an old Ishgardian friend for asylum, and he works to grant their request while the dust settles behind them.

During the reprieve between these events (between patch 2.5 and 3.0), Irhya learns belatedly of her mother's passing, springing to mind all the things she'd last said to her and the fact she never did get around to issuing that apology. It's something she tucks away inside, for better or for worse, as soon after they are granted entrance to the Holy See as wards of House Fortemps. The members of the house therein eventually grow to become like family to them, bending over backwards to assist them wherever possible.

Her early time in Ishgard is spent transitioning away from the conjurer's cane to take up the dark knight's greatsword, assisted by her mysterious tutor Fray. At first, she is none the wiser that there is something peculiar about her tutor since the moment he appeared before her after touching his soul crystal, but eventually he reveals his true identity, and his purpose in teaching her the arts: it is because Fray has been dead for a long while now, and after having reacted to the aether and the strong will to live housed within the real Fray's soul crystal, a being who is quite literally Irhya's dark side is in fact the mastermind behind her tutelage. It isn't that her dark side hates her or wants to do her in, but quite the opposite; because she feels Irhya neglects her own potential and her own desires in favor of slaving away to nothingness at the whims of others, she rebels, given life through borrowed aether. However, Irhya manages to quell her dark side for a while, coming to a compromise that, although "Fray" will still be there ready to take over for her when need be, she will continue on the way she believes is right.

Just as she subdues her dark side, the real Fray's corpse goes back to being dead, and is promised a burial with full rites. However, having witnessed the spectacle, a few Temple Knights attempt to do her in, a battle during which she meets Sidurgu, a fellow dark knight. He is surprised at how much she has learned, seemingly by herself, though she chooses not to speak the truth of who really taught her what she knows thus far. Sidurgu, or Sid as he prefers to be called, works together with Irhya to uncover the truth behind why the Temple Knights want a little girl named Rielle dead, and they find that because her father was a heretic years in the making before her birth, she is likewise tainted with dragon's blood, explaining in part why her mother, an inquisitor, has committed herself to pursuing and slaying her own daughter in the name of Halone. In the end, during a trial by combat orchestrated by her mother, Sid and Irhya slay her mother and put an end to the crusade.

As time passes and new events are set into motion within the city, the truth behind Ishgard's war with the dragons, particularly the great wyrm Nidhogg, comes to light. While the archbishop of Ishgard and his administration pass it off as a holy war that is Ishgard's right to win, the truth is that man and dragon once lived together in harmony. Yet, the founders of the high houses learned of the power of a dragon's eyes that give them eternal life, and so conspired to trap and kill Ratatoskr, the brood-sister of both Nidhogg and Hraesvelgr, in order to consume her eyes. Those that survived went on to found Ishgard proper, but Nidhogg, driven mad by his grief, seeks revenge against them, their children, and their children's children for their treachery... and so the cycle has continued for a thousand years.

With a mission to end the war peacefully thwarted by Hraesvelgr's unwillingness to turn against his brother, the only solution left seems to be to strike down Nidhogg instead. Irhya journeys with the Azure Dragoon of Ishgard, Estinien, to his den and does the deed, but finds when she returns that she faces accusations of heresy from the archbishop and his knights, upset (and apparently disappointed) with the attempted disruption of the political hierarchy. In their attempt to stop him, a close friend is killed by taking a spear meant for Irhya, a tragedy that becomes the catalyst to the beginning of another chain of events within her...

As for the archbishop? As far as he sees it, it is better for the people to maintain the status quo than to subject them to a harsh truth that will force them to confront their own despair. In order to assert the order that has long been established, he uses the power of one of Nidhogg's eyes and becomes a god-king, one that Irhya is forced to strike down. All seems well until Estinien collects the two eyes of Nidhogg, subjecting him to the great wyrm's influence and causing him to fall victim to possession. Nidhogg then sets out to continue his rampage, only coming to an end after Hraesvelgr is convinced of the worthiness of the Warriors of Light to put an end to the thousand-year conflict. With his help, Nidhogg is expelled from Estinien's body and finally defeated, cast off into the abyss in a split-second decision.

As Ishgard begins to recover and reform itself, Alisaie, Alphinaud's twin sister, is carried in injured with some ill tidings about the "Warriors of Darkness" attempting to spur primal summonings once more. The truth Irhya uncovers is that, in order to same their home world, one of thirteen copies of the original created from Hydaelyn's split from Zodiark at the beginning of time, they are attempting to flood the original world with darkness so as to counteract the flood of light that has overtaken their world. Hydaelyn intervenes, offering to take in the light from the first world and restore balance to it, as well as return the Warriors of Darkness to their original world.

But as one conflict ends, another boils on the horizon. The refugees of Ala Mhigo, having borne witness to Ishgard's salvation, are embittered by the fact nothing has been done to take back their city likewise. Many of the refugees band together under a man named "The Griffin", hoping that stirring up chaos will prompt action. The Griffin reveals his plan when confronted as an attempt to rile up both sides of the Imperial conflict, hoping to end the lull between them, and to summon a primal that would destroy all that threatened Ala Mhigo's freedom using the salvaged eyes of Nidhogg granted to him by the Ascians: Shinryu.

One of the Scions, Papalymo, offers himself up as a sacrifice to buy the Scions time to deal with the threat. It hits them all hard, though they know they must use this gift wisely. In the end, they decide to resort to using the Allagan weapon Omega, designed to deal especially with primals, in order to combat Shinryu, but the two end up locked in a stalemate and crash-land in Garlean territory. In order to recover them before the Garleans can, the Scions turn to the Ala Mhigan Resistance, met with equal parts gratitude and apprehension.

Many residents of Gyr Abania, however, are no longer interested in joining the resistance, having long since accepted that subservience is less painful than rebellion. But while out on a scouting mission, Ala Mhigan natives loyal to the Empire, as well as the Empire's crown prince, Zenos yae Galvus, plow through the Resistance's hideout and slay people without mercy. Irhya, naturally, has to take a stand for this, driven by adrenaline and fury both -- she'd sworn she'd never be blindsided like this again, not after what happened in Ul'dah -- but Zenos handily delivers her a sound defeat, departing without even striking the final blow in order to prove the point that the attack was less about extermination so much as assertion of dominance and wounding the pride of the Resistance.

Outmatched and outnumbered, the Scions decide to turn their attentions to Doma, believing that if perhaps they can free the Domans from Garlean rule, they will be more willing to aid in the cause against the remaining occupied territories. The journey to Othard is long and hardly easy, but they arrive and set out on their quest to liberate Doma, recruiting the various Xaela Au Ra tribes of the Azim Steppe along the way to pad their numbers. Together with the Xaela, who are as eager to test their mettle as they are to rid themselves of encroaching Garleans, they liberate Doma Castle by sacrificing it to a flood that takes it down right on top of the imperial viceroy's head. As Doma slowly begins the long process of rebuilding, they offer what resources they can to the liberation effort in the west.

The fight to relieve Ala Mhigo of Garlean occupation finally begins in earnest, during which Zenos invites Irhya up to the top of the Royal Menagerie for a heart-to-heart. Shinryu is bound by the remaining power of Nidhogg's eye here, and Zenos suggests that, while she could strike down Shinryu if she wanted, it would prove that she and her friends rode on the backs of savagery to get where they are now, that true peace is a futile concept for them when all could be united under the Garlean emblem. Able to do naught but sigh and roll her eyes at the bluff, Irhya summons her strength once more as Zenos merges with Shinryu and takes to the skies, thinking that if none can provide him the fight he desires, then he'll just burn them all to the ground.

It turns out that this was the very fight that he desired, though; as Zenos re-emerges from within Shinryu, defeated, he brings his blade to his neck and slices, escaping any punishment or consequences much to the Scions' chagrin. Without the Imperial prince, Ala Mhigo is free once more, though faced with a bit of a conundrum: while Doma had a leader willing and able to assume the throne in the form of Hien, Ala Mhigo has no such luxury. They are quick to rule monarchy out, but while in the midst of deciding how best to proceed otherwise, the Ananta summon Lakshmi in the meeting hall with the intention of taking revenge for their previously slain primal.
omnicrafter: (Default)

Irhya Pendhula | Final Fantasy XIV [3/3]

[personal profile] omnicrafter 2018-04-04 05:48 am (UTC)(link)
Much to Irhya's surprise, Fordola, the leader of the unit of Ala Mhigan natives with loyalty to Garlemald, lends her blade in the fight to regain control of the forum. A prior conversation reveals that Fordola has been artificially granted the Echo via Garlean engineering, and is having visions almost constantly in her prison cell; she takes one look at Irhya's past and asks her straight-up how she has not broken yet. Thinking mostly of Haurchefant, her response feels a bit hollow, but it is as true as ever: "For those we have lost... For those we can yet save."

Once Lakshmi has been dealt with, Irhya journeys back to Ishgard to meet with Sidurgu, who offers her a friendly patrol session. During this, though, her soul crystal audibly breaks in half, only for the other half to appear in the hand of a peculiar boy named Myste who appears at first glance to be a Brume rat. He claims he has the power to conjure illusions of those who have passed with Irhya's stolen aether, though only for a limited amount of time and distance traveled. In this way, he gives a bit of closure to a few people he believes deserve it, including Sid, but eventually lashes out at Irhya, claiming that she, as the Warrior of Light, has reaped so many lives that didn't deserve it, people that deserve to live again using his power. With the help of her dark side, she pacifies Myste's tantrum, and it is implied that he is a part of her that had splintered off from the guilt of losing Haurchefant, and the weight of all other lives ended by her hands. She accepts Myste back into her heart, feeling deeply unsettled, but at least more whole now that her aether has been reclaimed and her soul crystal repaired.

Soon, the Scions receive word that Yotsuyu, the imperial viceroy who was thought to have been killed in Doma Castle, has been seen alive, and set out on a mission to recover her before the Garleans do. They find that she has lost her memory (seemingly), and has been sheltered by an ally thought to have perished with her in the castle's collapse. Once Garlemald finds out that she has been taken in by the Scions, they dispatch an emissary to barter for her return, who happens to be her stepbrother Asahi. He seems pleasant to deal with at first, but as Irhya and Asahi part ways without having struck a deal, he utters some harsh words to her, and she finds out that he is bitter and vengeful over the death of his idol, Zenos. Perhaps he's only waiting for the right opportunity...?

Personality: If only her life had been set up as such, Irhya might have made an excellent scholar if she didn't lack the discipline and focus for it. From a very young age, she's always been bright and quick-witted, a fast learner who absorbs knowledge of craft (among other things) like a sponge. Her mind is always moving or doing something, and if not her mind, then definitely her hands, which can make her seem restless at times... and perhaps that's not far from the truth, as she is just as easily exhausted and grows bored of things easily. Nevertheless, she's engaged in a constant search for stimulation, or a project to apply herself to, for without it she grows lethargic and listless.

While she's an excellent jack-of-all-trades, talented and proud of that, she will not, however, take commissions for anything, under any circumstances -- which means if she makes something for you without it having been requested, it's a sign of great, heartfelt fondness. Suffice it to say, she's stubborn and a bit stiff at times, a total perfectionist who often is unwilling to bend and is her own harshest critic. Pragmatic and straightforward, she doesn't like to beat around the bush about most matters (excluding when it comes to her own feelings), and can be a bit volatile in her responses. She's a terrible liar, too, and her ears and tail are frequently a tip-off of her real feelings, a fact she hates.

Having so much mental energy means she wears herself down quickly, though. She uses her works largely as a coping mechanism, entrenching herself in crafting during times of stress and denying all but the most basic of physical needs until she's satisfied with herself... or has drained herself dry, whichever comes first. It's very easy for Irhya to burn out and need to turn to a more physical way of letting off stress, like sparring or exercising, which often times just leaves her feeling dissatisfied and unhappy for allowing herself to hit rock bottom. It's true of her interactions with others, too; she can be short with people, sometimes a little less than tactful, especially when she's at a mental low point.

When it comes to fighting, she's usually the one who will voice the obvious (but less than desirable) solution as a matter of course, and it's usually the one that involves death and misery. As a conjurer, this didn't lend well to her relationship with her tutors and superiors, who were frequently guilty of using the "will of the Elementals" to justify their actions (or lack thereof). It does, however, suit her much better as a dark knight, disciples of whom need to adhere to their own codes of morality in order to administer justice to those who would abuse their positions of power.

Deep down, Irhya doesn't feel she has the emotional freedom to get close to people, prioritizing her work and her assistance of others over her own desires more often than not. It's self-defeating behavior and she knows it, but it never occurs to her to actually change, that people might not want her to drain her own resources just for the sake of making other people happy. Secretly, one of her greatest desires was to perhaps one day have a family of her own, something she feels extremely bitter about in retrospect... but even then, she questions whether it was a genuine desire or whether it was simply a goal she adopted to prove herself better than her own mother, with whom she shared a difficult relationship and a whole host of lingering issues. Her older sister has always been good at calling her on her bullshit, helping her settle down when she's brimming with aimless energy and forcing her to clear her mind of excess emotion to be able to focus on things better. Without that guidance, she can be prone to losing sight of her goals and getting overwhelmed by her troubles in moments of weakness.

Irhya is a bit of a whimsical character, ruled largely by impulse and only rarely left to actually construct plans. She can think on the fly like a champ, but not so much in the long term, and in fact looking at things from such a temporal distance actually scares her when she considers she's at the top of many people's hit list, among other things. It just seems easier to take things day by day and not think about it, even though it strips her of the sense of constancy she longs for. For all that she seems like a stable person when not flitting from one idea to the next, she spends more time avoiding her problems than actually dealing with them, from past mistakes to present and future challenges. Even though she ends up hitting those problems head-on more often than not, for better or for worse, there are times when it's a surprise she doesn't break down from all the stress she brings upon herself. As much as she tries to unlearn her self-destructive habits, it may take a helping hand for her to realize when she's veering back into them again and burning herself up from the inside out.

Abilities: Dark knight and conjurer Wiki entries. White mage, the job class of conjurer, is considered a bit special snowflake in terms of the lore, as the player is considered the "only one" outside of the Padjals for a good chunk of the story, so I do not assign those specific abilities to her.

Dark knights spend their body's aether in battle with Darkside as sort of a mortgage arrangement with the abyss through the body's natural connection to it, and the only way to keep from killing oneself in the process is to learn how to recharge that aether. For example, Grit helps anchor a dark knight's emotions down, and blunts external sensory input to keep them stable during battle. Meanwhile, Living Dead outright severs that sensory input, both pain and pleasure alike -- it's incredibly dangerous to do so for obvious reasons, and requires the touch of a truly skilled healer to restore enough bodily function for the user not to succumb to their wounds in short order. Other abilities related to the dark knight are all linked to their calling upon the power of the abyss, from creating a field of damaging abyssal energy to firing that same energy off point-blank at enemies. Irhya in particular has a preference of letting the arcane side of the dark knight's toolset do its job in favor of less armor, granting her increased mobility but making her a little squishier than average. However, she's exceptionally skilled at manipulating her shields and damage reduction abilities as a result.

She is still capable of utilizing the conjurer's arts, too, which are rooted in the borrowing of environmental energy in order to quickly heal the body's wounds, or to likewise channel natural elements to inflict damage upon enemies. The actual practice of it bores her to death and brings back some messy feelings about the Padjals and other stuffy-arse conjurers, so she seldom uses it anymore, but the ability is there if she ever needs it.

Also, lots and lots of crafting of all different schools. It's what she spends a huge chunk of her time on. The crafting classes in XIV include carpenter, blacksmith, armorsmith, goldsmith, culinarian, weaver, leatherworker, and alchemist. While she is capable of dabbling in all of them, there are some she is better at than others; weaving appears to be her specialty, like her mother, and she's quite good at tinkering with goldsmithing as well, while the rest tend to see more situational use. But in order to do things like repair and maintain weapons or fix bits of equipment, the fundamentals are necessary first, and she's constantly trying to grow her repertoire of abilities in that regard. Among other things, she's also a halfway decent artist and writer in her spare time, too.

The Echo grants her a few passive abilities, as well. The ability to see scenes from someone's past, while not able to be controlled by the viewer when or what it triggers, is occasionally afforded to the person who possesses the blessing of Hydaelyn. The Echo also provides protection from mind control or possession, and, as it is described as a blessing that breaks down the barriers between souls, allows all languages to be understood by the listener.

Outside of that, her race as a whole is gifted with strong agility and powerful senses of hearing and balance, and for Keepers in particular, excellent night vision.

Alignment: Daimonia. Irhya in particular is equally prone to deep, black depressions and sincere, passionate enthusiasms. It's something she arguably needs help moderating, so I thought it would be fitting to make it her alignment in this case.

Other: N/A


⌈ SAMPLE SECTION ⌉


General Sample: This thread gets NSFW at some point, but I feel it displays her character a bit better than most of the others I have.

Emotion Sample: Irhya's coping mechanisms are not all healthy. Crafting has always been her go-to for stress relief, to work with her hands and narrow her focus to one thing and block out all else in the process, but she tends to take it too far. She's currently staring down at the broad back of a jacket, wondering what to hand-embroider on it for lack of anything better to do. Something simple, perhaps... She starts outlining something, trying to solidify the image in her head.

Everyone tells her, to the point where she gets irritated, that she should find work that puts her talents to use. Looking for jobs is a lot easier when you can apply skills you already have to the prospect, but that she refuses to make a business out of her crafting only hurts her in the end. There are plenty of other things she could do, right? Bookkeeping, maybe... if she just had the discipline...

Adventuring really does seem the next best thing. It means she's only left with the image of her weary, world-worn mother after draining herself dry on her own crafting work rather than the image of her wasting away on her deathbed. Or perhaps it was worse -- did she go quickly? Was it painful, sudden?

Gods. she thinks back to the time Redolent Rose had asked her to collaborate with the guild's most notorious control freak on a rush commission, the way that conversation had gone... It had almost been like an argument with her mother, of all things. Why does she have to get so damned touchy about her crafts--

"Like hells you'll get me to make the same mistake my mother did."

The needle breaks.

Irhya stares at the two halves in shock.

"Bloody-- Are you kidding me right now?!"

As frustration wells up like a liquid thing inside her, the thread she'd been working with starts to discolor and fray as if having gone through many years of wear. Her mouth starts to open; she shuts it, then opens it again.

"This is..."

Without realizing her output, she's outlined and begun to fill in the shape of a woman's silhouette, much like those found on cameos. It doesn't appear to be anything that important, but as she throws the jacket down on the floor and steps over the shards of her needle as if walking over an entire bed of them, she realizes it's strikingly similar to her mother's profile.

"Sod this. I'm going to bed," she grouses. Next thing she knows, the damned thing will catch fire -- and maybe it will be better off that way, frankly. At least then she could use it as a flare...

Questions: I'm hoping to app Irhya as "a" Warrior of Light, one that none of the NPCs (or PCs) in Empatheias remember -- in fact, I would prefer it that way just for the delicious conflict it will create. If anything in the app conflicts with existing rules in place for this sort of thing, though, please let me know and I can tweak it a bit!
adloholic: (Default)

Khamu'wo Zhwan | FFXIV OC

[personal profile] adloholic 2018-04-04 10:40 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Zorn
Contact: [plurk.com profile] ZornSable | Discord: Zanono#5772
Age: 28
Current Characters: N/A
adloholic: (you can't play twister in bed-)

[personal profile] adloholic 2018-04-04 10:41 pm (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Khamu'wo Zhwan
Age: 26
OC Type: MMO OC
Point Taken: 4.2

World Building: Here ya go

Backstory:
Having grown up in the Twelvewoods—or the Blackshroud as others may call it—Khamu'wo was made to study conjury at a young age. His mother and father were unorthodox keepers, in that they discarded their traditional ways and lived within Gridania. Having abandoned the more tribal ways of the miqo'te, they adapted to a way of life that complemented being residents in the forest city. As such, all of Khamu'wo's 9 siblings (6 brothers, 3 sisters) are full siblings, as well as his elders. As per the usual tradition, Keeper of the Moon Miqo'te oft have half siblings with their traditional way of life—males only coming when breeding was necessary, and leaving soon after to continue their life as wanderers. His father never left, so his parents continued a relationship, and raised their family in a way that was more hyuran or elezen in nature.

His family, like many Gridanians, followed the ways of conjury. Khamu—his mother—having a history greatly intertwined with the guild, naturally pushed her children to follow her example. Those of his siblings that did not show talents in the practice, then moved on to be woodworkers, botanists, archers, and so forth. However, a good portion of them embraced conjury, and the will of the forest, while Khamu'wo did not. At a young age, he questioned the teachings, disliking how it greatly relied upon the elementals' approval and whims to do anything. Magic based more in feeling, than fact, and his logic based mind rebuked the teachings.

Despite his family's plea, when he came to be 13 summers old, he left his old life behind and set for Limsa Lominsa. There was a guild of Arcanists he heard tale of, mages whom used science and math to control magic, limited only by their own potential; not by some questionable force of nature. With his naturally brilliant mind, he was quickly accepted into the guild despite his age, as well as the fact the guild wasn't entirely open to the public yet. There he would reside as first a student, but eventually a teacher. At seventeen summers, he made the transition to being an assistant teacher. A summer later, he then became a full fledged teacher.

Only a year into his job as a teacher, the calamity struck. Leaving the world in chaos and destruction, monsters forcing their ways into the cities, and damage beyond compare sweeping the landscape in what felt like a blink of an eye. Khamu'wo worked with the guild to usher people to safety, as they attempted to control the situation as best they could. Healing, offering succor to the lost and wounded. It was a horrific time, but Khamu'wo did everything he could to assist as he could, despite his own fear, and uncertainty that the horror would ever end.

However, once things had finally settled, and Limsa's repairs were well underway, Khamu'wo decided to take time away from the guild. The experience had left him shook, and he wanted to pursue his research. He had exhausted the guild of all it had, so it was clear he needed to move on. His independent studies left him researching the ruins of Nym—Vylbrand's ancient civilization that housed elite mages of arcanima known as Scholars. However, the first several moons fared him little more than interesting historical artifacts, and not much else. Teeming on the verge of giving up altogether and returning to being nothing more than a teacher at the guild, he happened across an item of interest.

A blue stone that seemingly called to him from the depths of one of the many ruins that peppered Outer La Noscea. Digging up the stone, it resonated with him nearly instantly, and before he knew it an aetherical faerie appeared before him—seemingly accepting him as its master. This would start his independent training as a scholar. Returning to the arcanist guild, he used their facilities after hours to practice and harness his new abilities granted unto him via the stone.

However, word travels fast, and whispers of an arcanist with arguably unique techniques reached the ears of a man of wealth and influence. Zanou'a Adveniho, a Miqo'te from Ul'dah from Keeper persuasion, sought him for his talents and offered him a job. Of course the pay was tempting enough, but the man had offered his library to him as well—tomes and scriptures filled with lost arts that came from ancient beginnings filled the shelves. Ever a man of ambition, he took on the job to coordinate the Free Company for the mysterious miqo'te—a decisions that both aided and ailed him greatly. Soon he learned that Zanou'a was a man he despised, a living anti-thesis to his very core and being... but the benefit he offered was enough for the strict scholar to bite his tongue and suffer his presence.

Over the years he's learned to balance being a tutor for the arcanist guild, while also being the shadow leader of the Free Company. For all Zanou'a may wear the title of leader, no decision is made without Khamu'wo's approval, and most answer to him anyways. As for the most current happenings within the world, while Khamu'wo is aware of the Ishgardian conflict that had been settled, and even the Ala Mhigan one, he takes no place within these political machinations. As such, he's resided with Empyrean Bellatorum from the age of 20, having 6 years under his belt, and no sign of quitting his duties yet, it's very likely he'll be staying for the long haul.
adloholic: that really gets my ol' motor hummin' (ah yes the heft of a womans breast)

[personal profile] adloholic 2018-04-04 10:41 pm (UTC)(link)
Personality:

Khamu'wo is often described as cool, calm, and collected. He works hard to keep himself presentable, professional, and pristine at all times. This often makes him come across as a bit cold and steely—as well as prickish—and that's honestly how he likes it. It's easier if people think of him as this unwavering force of calm decisiveness, that's unaffected by much outside of logical reasoning. In other words, the more like a robot he might seem, the better.

That being said, Khamu'wo is anything but a robot. While he may aim for people to perceive him as such, he has quite the emotional bounty. His control over showing such emotions does little to refute their existence; as people say: absence of evidence is not evidence of absence. In fact, Khamu'wo is easily moved by people's ill fortunes, and will help many who are in need—even if often under the guise of berating them for their poor decisions, and being inconvenienced in so doing such tasks. He would never deny a person in honest need of help, and as such he can find his heart stings being pulled like the strings of a marionette, if a person knows just how to pluck the wires.

Some of his emotional problems stem from his OCD. Actual OCD, mind. Not only does he have particulars about things being a certain way, or maximizing efficiency and tidiness, but he has rituals he has to do to keep himself in check (like counting numbers in his head, for instance). Part of his practiced emotional control stems from his need to control his impulsive and erratic mind. Math has proven a means of meditation and calm for him, and so his delving into Arcanima did not merely serve him in the logical sense he so desired in his pursuit of magic; but it seconded as a means to self medicate. Numbers, figures, geometries—the defined and exact matters of each part offers him comfort and direction. It soothes him, where nothing else can. It's through these variables and practices, that he may keep himself together, and keep what panicked or angry emotions bubbling beneath the surface quarantined and in control.

A stickler for rules and order, he projects onto others his need for structure. The more he can control and keep in place, the less likely he himself might panic or lose control. This constant need for control drives him to better himself and others around. In part, it does come from a genuine place of care and affection—he wants what's best for those around him, even those he doesn't particularly know. However, he's believes that he cannot help if he himself is not in control, and so he tends to over do it and come across as either a naggy mother hen, or an immovable dictator.

Other ways his OCD effects him is in the form of his prudishness. One unfortunate symptom of a mind inflicted with OCD is vivid intrusive thoughts, and Khamu'wo is not spared these. As such, he's particularly susceptible to imagery of sexual persuasion. So, things as simple as too much skin being shown is enough to send him into a fit. As such, he often will make scathing remarks to those around him showing off more skin that what he deems necessary, or he hurries them along to get properly dressed; that is if he has the authority to do as such. His family proved to be very open and into free love, his siblings in particular. A behavior that left him feeling dirty, and disgusted over, as it flared his intrusive thoughts, and so he grew to revile such ways of life.

However, his thoughts happen more towards men than women. As such, he is far more scathing towards men who show too much, than women who might. Mainly because Khamu'wo is gay, and is in vehement denial of such. The intrusive thoughts with males bother him to his core, where as at least with those with women he can shrug off as being something "natural" and "normal". He truly believes sex should be used as a means to prolong the species, and anything beyond that is for those of simple and deteriorated minds who seek simple pleasures.

Needless to say, Khamu'wo has his issues. Most of his prejudices and intolerance come from within. Criticisms he has with himself that he has not even begun to recognize or confront. Finding it much easier to project on others, and blame them for these horrible feelings. He has a long way to go before he can properly heal from the self inflicted feelings of hatred and anger, let alone accept himself for who he is. Instead he chooses to bury himself in his studies and work, ignoring those niggling feelings within himself. Instead, he pretends that he's above such things, that carnal needs and desires are below someone of his intellect and ability. That such things are for the more primitively inclined.

Despite his front of being some intellectually swayed elite, he's still rather giving and caring. Acting like some gift to those he assists, he does genuinely assist those in need. Even if he does little to hold back his remarks about them and what he might not like. Of course, he does this in a perceived "professional" and stoic manner. That is, so long as he feels he's in control. Once he feels he's lost control, he is prone to panic, become flustered, and his anger will seep through. Before this point is reached, however, he will often times retreat to recollect himself. One of his favorite ways to recoup is re-balancing the Free Company's check book, or run statistics on Free Company information. Order, math, and structure are his vices, and he's absolutely shameless about it. An alcoholic has ale, while Khamu'wo has math.

With his need for control, however, he tends to take on way more than he should. Often driving himself to sleep deprivation as he tries to balance more than he physically is able. This does little to stop him, however. Preferring to run himself ragged, than let his mind be left to wander into the intrusive and disturbing areas it will when left unoccupied. He would rather live a life full of being productive and unhappy, than a life of inefficiency and laziness.

For all Khamu'wo wishes to be seen as some machine of ultimate knowledge and efficiency, in truth he struggles with his own feelings, and is only able to do as much as he has because of his barely managed disgust and anger with himself. At the best of times, he's a caring and understanding friend, at the worst he's a catty know-it-all who looks down on choices of others outside his own. In the end, he is trying, and he does want to help people genuinely, but he holds back his own potential by not accepting aspects about himself, and his obsessive need for control that stems from those unwanted aspects. As well as the OCD that seemingly mocks him with those aspects he tries so hard to deny and hide.

Abilities:
Scholar abilities, this basically covers what he can do. Between Summoning faeries, carbuncles, and spells that bolsters and heal his allies, he can also use those that do harm. Incantations that can cause painful and lethal illness, as well as explosive aetherical blasts, Khamu'wo is a pretty talented arcanima user. While he isn't the strongest by any means, he's a formidable foe to say the least.

However, he isn't the strongest physically. He's not frail, but he's barely average.

Alignment:
Sosyne.

The reason for this is because while Khamu'wo often displays outward calmness—especially in times of great stress and annoyance—but he's actually bubbling beneath the surface with a lot of anger. Anger fuels a great deal of what he does, how he thinks, and reacts. However, he's primarily has a good enough control on his emotions to act more calm and put together than what his internal feelings actually are. So most would think he's calm and very emotionally mature, but the truth is he's a volcano bubbling with metaphorical magma, and his eruption is well overdue.

Other:


⌈ SAMPLE SECTION ⌉



General Sample: meme threads

Emotion Sample: Both threads have emotion parts to it


Questions: Khamu'wo summons creatures from Eorzea's aetherial plane, how exactly would that translate once he arrives in this world? I am assuming he'd use emotions to fuel such spells, but I just wanna make sure!
Edited (whoops noticed a typo or two) 2018-04-06 07:00 (UTC)

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